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Editing List of semi-spikes (SSBB)

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==List==
==List==
==={{SSBB|Bowser}}===
==={{SSBB|Bowser}}===
*{{mvsub|Bowser|SSBB|Neutral attack/Hit 1}} - A small portion of the first claw swipe has an angle of 30.
*[[Neutral attack]] 1st hit - A small portion of the first claw swipe has an angle of 30.
*{{mvsub|Bowser|SSBB|Down smash}} - Spins in his shell on the ground. The first 6 hits are semi-spikes, though they cannot really be used as such because of the follow-up hits.
*{{mvsub|Bowser|SSBB|Down smash}} - Spins in his shell on the ground. The first 6 hits are semi-spikes, though they cannot really be used as such because of the follow-up hits.
*{{mvsub|Bowser|SSBB|Back aerial}} - Launches at 35° rather than 28° as in ''Melee'', but it is stronger and less risky than the aforementioned variant.
*[[Back aerial]] - Launches at 35° rather than 28° as in ''Melee'', but it is stronger and less risky than the aforementioned variant.
*{{mvsub|Bowser|SSBB|Down aerial}} (landing hit)
*[[Down aerial]] (landing hit)


===={{b|Giga Bowser|Final Smash}}====
===={{b|Giga Bowser|Final Smash}}====
*{{mvsub|Giga Bowser|SSBB|Down smash}} (first 7 hits)
*Down smash (first 7 hits)
*{{mvsub|Giga Bowser|SSBB|Back aerial}} - Unlike Bowser's, it retained its original semi-spike angle in ''Brawl''.
*[[Back aerial]] - Unlike Bowser's, it retained its original semi-spike angle in ''Brawl''.


==={{SSBB|Captain Falcon}}===
==={{SSBB|Captain Falcon}}===
*{{mvsub|Captain Falcon|SSBB|Up aerial}} - Does a bicycle kick. The hitbox at his foot at the end of the animation semi-spikes opponents.
*[[Up aerial]] - Does a bicycle kick. The hitbox at his foot at the end of the animation semi-spikes opponents.
*[[Captain Falcon (SSBB)/Forward aerial|Knee Smash]] - Some lower hitboxes of the attack can semi-spike powerfully.
*[[Knee Smash]] - Some lower hitboxes of the attack can semi-spike powerfully.
*{{mvsub|Captain Falcon|SSBB|Down tilt}} - If Captain Falcon's body connects, then the opponent will be semi-spiked.
*[[Down tilt]] - If Captain Falcon's body connects, then the opponent will be semi-spiked.


==={{SSBB|Diddy Kong}}===
==={{SSBB|Diddy Kong}}===
*{{mvsub|Diddy Kong|SSBB|Forward smash}} (1st hit in close)
*[[Forward smash]] (1st hit in close)
*[[Monkey Flip]] - If used against enemies in [[The Subspace Emissary]], it is a semi-spike.
*[[Monkey Flip]] - If used against enemies in [[The Subspace Emissary]], it is a semi-spike.
*[[Rocketbarrel Barrage]] - Any opponents who are rammed into by Diddy will be semi-spiked.
*[[Rocketbarrel Barrage]] - Any opponents who are rammed into by Diddy will be semi-spiked.


==={{SSBB|Donkey Kong}}===
==={{SSBB|Donkey Kong}}===
*[[Donkey Kong (SSBB)/Forward throw#Down|Cargo down throw]] - Throws opponent forward like a bowling ball.
*Cargo down throw - Throws opponent forward like a bowling ball.
*[[Konga Beat]] (weak waves)
*[[Konga Beat]] (weak waves)


==={{SSBB|Falco}}===
==={{SSBB|Falco}}===
*{{mvsub|Falco|SSBB|Down smash}} - Does a split kick. Same as Fox's down smash, but has slightly less power and [[ending lag]].
*Down smash - Does a split kick. Same as Fox's down smash, but has slightly less power and [[ending lag]].


==={{SSBB|Fox}}===
==={{SSBB|Fox}}===
*{{mvsub|Fox|SSBB|Down smash}} - Does a split kick. It is very fast with good power and decent [[reach]]. It can be very effective if landed near the [[edge]]. It has noticeable ending lag however, and its [[edgeguarding]] capabilities are rather limited.
*Down smash - Does a split kick. It is very fast with good power and decent [[reach]]. It can be very effective if landed near the [[edge]]. It has noticeable ending lag however, and its [[edgeguarding]] capabilities are rather limited.
*{{mvsub|Fox|SSBB|Back aerial}} [[sweetspot]]ted - Fox spins around and kicks behind him. One of the most powerful semi-spikes in ''Brawl'', being capable of reliably KOing under 150%. Its edge-guarding capabilities are limited however, as its short reach and short hitbox duration makes it difficult to land. It additionally has high ending lag, giving it high risk to use offstage. If [[sourspot]]ted, it instead hits at the [[Sakurai angle]].
*{{mvsub|Fox|SSBB|Back aerial}} [[sweetspot]]ted - Fox spins around and kicks behind him. One of the most powerful semi-spikes in ''Brawl'', being capable of reliably KOing under 150%. Its edge-guarding capabilities are limited however, as its short reach and short hitbox duration makes it difficult to land. It additionally has high ending lag, giving it high risk to use offstage. If [[sourspot]]ted, it instead hits at the [[Sakurai angle]].
*[[Fox (SSBB)/Down special|Reflector]] - Using the move to [[gimp]] is known as the [[shine spike]]. Unlike in ''Smash 64'' and ''Melee'', it has knockback scaling, though it's still extremely low and not noticeable until high percentages. Much more effective on characters with poor recoveries.
*[[Reflector]] - Using the move to [[gimp]] is known as the [[shine spike]]. Unlike in ''Smash 64'' and ''Melee'', it has knockback scaling, though it's still extremely low and not noticeable until high percentages. Much more effective on characters with poor recoveries.


==={{SSBB|Ganondorf}}===
==={{SSBB|Ganondorf}}===
*{{mvsub|Ganondorf|SSBB|Forward tilt}} - Kicks straight forward. It is the second strongest semi-spike in Brawl at high percents due to its high knockback scaling, but its poor vertical reach limits its edgeguarding capabilities. However its power makes it effective at KOing near ledges.
*[[Forward tilt]] - Kicks straight forward. It is the second strongest semi-spike in Brawl at high percents due to its high knockback scaling, but its poor vertical reach limits its edgeguarding capabilities. However its power makes it effective at KOing near ledges.
*{{mvsub|Ganondorf|SSBB|Up aerial}} - Does a bicycle kick. The hitbox at his foot at the end of the animation semi-spikes opponents. Compared to Captain Falcon's up aerial, it is stronger and more useful. It is one of the best and most known semi-spikes in both ''Melee'' and ''Brawl'', and it complements Ganondorf's already deadly edgeguard game.
*Up aerial - Does a bicycle kick. The hitbox at his foot at the end of the animation semi-spikes opponents. Compared to Captain Falcon's up aerial, it is stronger and more useful. It is one of the best and most known semi-spikes in both ''Melee'' and ''Brawl'', and it complements Ganondorf's already deadly edgeguard game.


==={{SSBB|Jigglypuff}}===
==={{SSBB|Jigglypuff}}===
*{{mvsub|Jigglypuff|SSBB|Down smash}} - Does a spinning split kick. Low start-up lag and good power for a semi-spike. It has noticeable ending lag though, and with its very short reach, Jigglypuff is better off using its Wall of Pain for edgeguarding.
*Down smash - Does a spinning split kick. Low start-up lag and good power for a semi-spike. It has noticeable ending lag though, and with its very short reach, Jigglypuff is better off using its Wall of Pain for edgeguarding.
*{{mvsub|Jigglypuff|SSBB|Down aerial}} - Does a drill kick. If it is sourspotted, the move can semi-spike.
*Down aerial - Does a drill kick. If it is sourspotted, the move can semi-spike.
*[[Puff Up]] - If an opponent hits it while it is shrinking, the attack is a [[OHKO]] semi-spike.
*[[Puff Up]] - If an opponent hits it while it is shrinking, the attack is a [[OHKO]] semi-spike.


==={{SSBB|Kirby}}===
==={{SSBB|Kirby}}===
*{{mvsub|Kirby|SSBB|Down smash}} - Does a spinning split kick. When sourspotted, it semi-spikes the opponent with decent knockback. To sourspot, Kirby has to hit the opponent with tips of his feet. It has decent reach and fast startup, so it is usable for edgeguarding.
*Down smash - Does a spinning split kick. When sourspotted, it semi-spikes the opponent with decent knockback. To sourspot, Kirby has to hit the opponent with tips of his feet. It has decent reach and fast startup, so it is usable for edgeguarding.
*Aerial {{b|Hammer|move}} (second swing) - A very powerful semi-spike, it is the second strongest semi-spike at low percentages and the third strongest at high percentages. However, landing it is very difficult since Kirby has to the land the second hit, not the first hit (which will knock the opponent out of reach for the second hit) and both strikes have noticeable start-up lag. If Kirby does land the second hit on a recovering opponent, it usually results in a [[KO]]. Both grounded Hammer and first hit of aerial hammer send the opponent flying diagonally instead.
*Aerial {{b|Hammer|move}} (second swing) - A very powerful semi-spike, it is the second strongest semi-spike at low percentages and the third strongest at high percentages. However, landing it is very difficult since Kirby has to the land the second hit, not the first hit (which will knock the opponent out of reach for the second hit) and both strikes have noticeable start-up lag. If Kirby does land the second hit on a recovering opponent, it usually results in a [[KO]]. Both grounded Hammer and first hit of aerial hammer send the opponent flying diagonally instead.
*[[Stone]] - Side hitboxes upon landing semi-spike with decent power. Very slow start-up and very limited reach make it near impractical for edge-guarding with, however.
*[[Stone]] - Side hitboxes upon landing semi-spike with decent power. Very slow start-up and very limited reach make it near impractical for edge-guarding with, however.


==={{SSBB|Link}}===
==={{SSBB|Link}}===
*{{mvsub|Link|SSBB|Neutral attack/Hit 3}} - A weak stab forward.
*Neutral attack 3rd hit - A weak stab forward.
*{{mvsub|Link|SSBB|Up throw}} - Slashes the opponent upward. Any bystanders hit will be semi-spiked.
*[[Up throw]] - Slashes the opponent upward. Any bystanders hit will be semi-spiked.


==={{SSBB|Lucas}}===
==={{SSBB|Lucas}}===
*{{mvsub|Lucas|SSBB|Down tilt}} - Does a rapid kick towards the ground. Similar to Ness's down tilt, but is slightly stronger (cannot KO at 999%, however). It is near impratical for edgeguarding, as it has very short reach and produces no noticeable knockback at realistic percentages.
*Down tilt - Does a rapid kick towards the ground. Similar to Ness's down tilt, but is slightly stronger (cannot KO at 999%, however). It is near impratical for edgeguarding, as it has very short reach and produces no noticeable knockback at realistic percentages.
*[[Lucas (SSBB)/Down special|PSI Magnet]] - Releasing the move deals a semi-spike hit to nearby opponents, which can KO around 160%.
*[[PSI Magnet]] - Releasing the move deals a semi-spike hit to nearby opponents, which can KO around 160%.


==={{SSBB|Luigi}}===
==={{SSBB|Luigi}}===
*[[Luigi (SSBB)/Down special|Luigi Cyclone]] 1st hit - Weak and impractical, but still a semi-spike.
*[[Luigi Cyclone]] 1st hit - Weak and impractical, but still a semi-spike.
*[[Luigi (SSBB)/Neutral special|Fireball]] - Extremely weak knockback, not being able to KO at 999%, but can potentially halt certain recoveries.
*[[Fireball]] - Extremely weak knockback, not being able to KO at 999%, but can potentially halt certain recoveries.


==={{SSBB|Marth}}===
==={{SSBB|Marth}}===
*{{mvsub|Marth|SSBB|Down tilt}} - Thrusts his sword forward across the ground. Fast, good reach, and decent power makes this an effective edgeguarding tool, especially against those who try sweetspotting the edge. It is even faster in ''Brawl'' than in ''Melee'', and does not need to be tipped, but its shorter reach and ''Brawl'''s physics make it less effective.
*Down tilt - Thrusts his sword forward across the ground. Fast, good reach, and decent power makes this a effective edgeguarder, especially against those who try sweetspotting the edge. It is even faster in ''Brawl'' than in ''Melee'', and does not need to be tipped, but its shorter reach and ''Brawl'''s physics make it less effective.


==={{SSBB|Meta Knight}}===
==={{SSBB|Meta Knight}}===
*{{mvsub|Meta Knight|SSBB|Down aerial}} - Thrusts his sword below himself. Extremely fast and low ending lag, Meta Knight can [[WoP]] opponents with his down aerial, making it deadly for characters with poor and/or predictable recoveries. This, combined with its decent power and Meta Knight's multiple jumps, make it arguably the best semi-spike in ''Brawl'', if not the most versatile.
*{{mvsub|Meta Knight|SSBB|Down aerial}} - Thrusts his sword below himself. Extremely fast and low ending lag, Meta Knight can [[WoP]] opponents with his down aerial, making it deadly for characters with poor and/or predictable recoveries. This, combined with its decent power and Meta Knight's multiple jumps, make it arguably the best semi-spike in ''Brawl'', if not the most versatile.
*[[Meta Knight (SSBB)/Up special|Aerial Shuttle Loop]] - Semi-spikes if the opponent is hit while Meta Knight is rising. Has very high base knockback but very low knockback scaling. Almost no start-up lag and very strong initial knockback makes it arguably the deadliest semi-spike in ''Brawl'', as it is a near invariable KO if landed offstage or near the ledge. It's also great for [[stage spiking]]. Additionally, it's an excellent anti-edgeguard maneuver, as characters risk being semi-spiked away from the stage in attempting to edgeguard Meta Knight. It is a very effective edgeguarder, but is risky since it leaves Meta Knight in a helpless state after the move is finished. Most effective at edgeguarding opponents recovering from above, due to the nature of the attack and being less risky.
*Aerial [[Shuttle Loop]] - Semi-spikes if the opponent is hit while Meta Knight is rising. Has very high base knockback but very low knockback scaling. Almost no start-up lag and very strong initial knockback makes it arguably the deadliest semi-spike in ''Brawl'', as it is a near invariable KO if landed offstage or near the ledge. It's also great for [[stage spiking]]. Additionally, it's an excellent anti-edgeguard maneuver, as characters risk being semi-spiked away from the stage in attempting to edgeguard Meta Knight. It is a very effective edgeguarder, but is risky since it leaves Meta Knight in a helpless state after the move is finished. Most effective at edgeguarding opponents recovering from above, due to the nature of the attack and being less risky.


==={{SSBB|Mr. Game & Watch}}===
==={{SSBB|Mr. Game & Watch}}===
*{{mvsub|Mr. Game & Watch|SSBB|Forward tilt}} - Has a very disjointed hitbox and high knockback.
*Forward tilt - Has a very disjointed hitbox and high knockback.
*{{mvsub|Mr. Game & Watch|SSBB|Down tilt}} - Opens a Manhole in front of himself. Has high base knockback, but very low knockback scaling. It is effective at edgeguarding, as it is fast, has good [[disjointed]] reach, and has a long-lasting hitbox.
*Down tilt - Opens a Manhole in front of himself. Has high base knockback, but very low knockback scaling. It is effective at edgeguarding, as it is fast, has good [[disjointed]] reach, and has a long-lasting hitbox.
*{{mvsub|Mr. Game & Watch|SSBB|Down smash}} (sourspotted) - Swings two hammers on both sides. The sourspot is located at the handles. With high speed, power, and reach, it is effective at edgeguarding. Even though its sweetspot sends opponents vertically, it can still be effective at edgeguarding given how powerful it is.
*Down smash (sourspotted) - Swings two hammers on both sides. The sourspot is located at the handles. With high speed, power, and reach, it is effective at edgeguarding. Even though its sweetspot sends opponents vertically, it can still be effective at edgeguarding given how powerful it is.
*[[Chef]] - The frying pan semi-spikes with low power. It is not effective as a edgeguarder due to its short reach and slow start-up lag.
*[[Chef]] - The frying pan semi-spikes with low power. It is not effective as a edgeguarder due to its short reach and slow start-up lag.
*[[Mr. Game & Watch (SSBB)/Side special|Judge]] number 6 - Semi-spikes opponents with high base knockback, accompanied by [[flame]] damage. It is noticeable for being the only other Judge other than #9 that can be useful over other options. It is deadly to recovering opponents, but the random nature makes it difficult to land.
*[[Judge]] number 6 - Semi-spikes opponents with high base knockback, accompanied by [[flame]] damage. It is noticeable for being the only other Judge other than #9 that can be useful over other options. It is deadly to recovering opponents, but the random nature makes it difficult to land.


==={{SSBB|Ness}}===
==={{SSBB|Ness}}===
*{{mvsub|Ness|SSBB|Down tilt}} - Does a rapid kick towards the ground. It is a semi-spike, but an extremely weak one. Nearly unnoticeable, the move is used mainly for racking up damage than to launch the opponent. Unable to KO even at 999%.
*Down tilt - Does a rapid kick towards the ground. It is a semi-spike, but an extremely weak one. Nearly unnoticeable, the move is used mainly for racking up damage than to launch the opponent. Unable to KO even at 999%.
*{{mvsub|Ness|SSBB|Dash attack}} - Pushes forward with PK sparkles in front of his hands. The hitboxes before the final hitbox send opponents on a weak horizontal angle.
*[[Dash attack]] - Pushes forward with PK sparkles in front of his hands. The hitboxes before the final hitbox send opponents on a weak horizontal angle.


==={{SSBB|Peach}}===
==={{SSBB|Peach}}===
*{{mvsub|Peach|SSBB|Forward smash}} (tennis racket) - When sweetspotted, it is the strongest semi-spike in the game. Otherwise, it is weak. It is unreliable for edge-guarding, due to its short reach and the random nature of Peach's forward smash, but is potentially deadly.
*Forward smash (tennis racket) - When sweetspotted, it is the strongest semi-spike in the game. Otherwise, it is weak. It is unreliable for edge-guarding, due to its short reach and the random nature of Peach's forward smash, but is potentially deadly.
*{{mvsub|Peach|SSBB|Down smash}} - In ''Brawl'', while it still semi-spikes, it was drastically weakened from ''Melee'' to the point where it can't even KO at [[Sudden Death]] percentages. Possesses [[stage spiking]] abilities however.
*Down smash - In ''Brawl'', while it still semi-spikes, it was drastically weakened from ''Melee'' to the point where it can't even KO at [[Sudden Death]] percentages. Possesses [[stage spiking]] abilities however.
*[[Peach Bomber]] - Decent power, but has high lag.
*[[Peach Bomber]] - Decent power, but has high lag.
*[[Peach (SSBB)/Down special|Vegetable]]s - Very weak and impractical except for the stitch-face and to a lesser extent, the dot-eyes vegetables, which have high knockback. However, these two cannot be pulled very often.
*[[Vegetable]]s - Very weak and impractical except for the stitch-face and to a lesser extent, the dot-eyes vegetables, which have high knockback. However, these two cannot be pulled very often.


==={{SSBB|R.O.B.}}===
==={{SSBB|R.O.B.}}===
*{{mvsub|R.O.B.|SSBB|Down smash}} - At very high percentages, the hitbox that sends the opponents vertically may not hit, semi-spiking the opponent.
*[[Down smash]] - At very high percentages, the hitbox that sends the opponents vertically may not hit, semi-spiking the opponent.
*[[Robo Beam]] - Acts as a weak semi-spike on grounded opponents.
*[[Robo Beam]] - Acts as a weak semi-spike on grounded opponents.


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==={{SSBB|Sheik}}===
==={{SSBB|Sheik}}===
*{{mvsub|Sheik|SSBB|Forward aerial}} - Quickly swipes her hand in front of her, semi-spiking the opponent. It still semi-spikes effectively in ''Brawl'', but was noticeably weakened from ''Melee''.
*[[Forward aerial]] - Quickly swipes her hand in front of her, semi-spiking the opponent. It still semi-spikes effectively in ''Brawl'', but was noticeably weakened from ''Melee''.
*[[Light Arrow]] - This attack semi-spikes opponents, while Zelda's version sends opponents diagonally.
*[[Light Arrow]] - This attack semi-spikes opponents, while Zelda's version sends opponents diagonally.


==={{SSBB|Toon Link}}===
==={{SSBB|Toon Link}}===
*{{mvsub|Toon Link|SSBB|Forward tilt}}
*Forward tilt
*{{mvsub|Toon Link|SSBB|Dash attack}} - Fast and has good reach, but it is very weak and the semi-spike is only noticeable at very high percentages.
*Dash attack - Fast and has good reach, but it is very weak and the semi-spike is only noticeable at very high percentages.
*{{mvsub|Toon Link|SSBB|Down smash}} - The first strike is a semi-spike with high base knockback but the second strike is often landed afterward which has vertical knockback instead. At very low percentages, the much higher base knockback of the first strike can override the knockback of the second strike and results in a surprisingly powerful semi-spike, that may even KO depending on the location and character it was landed on.
*Down smash - The first strike is a semi-spike with high base knockback but the second strike is often landed afterward which has vertical knockback instead. At very low percentages, the much higher base knockback of the first strike can override the knockback of the second strike and results in a surprisingly powerful semi-spike, that may even KO depending on the location and character it was landed on.
*{{mvsub|Toon Link|SSBB|Forward smash/Hit 1}} - A small amount of the first swing has an angle of 10 degrees.
*Forward smash - A small amount of the first swing has an angle of 10 degrees.
*{{mvsub|Toon Link|SSBB|Down aerial}} (landing) - Both the wind and the impact of landing are semi-spikes.
*Down aerial (landing) - Both the wind and the impact of landing are semi-spikes.
*{{mvsub|Toon Link|SSBB|Back throw}}
*[[Back throw]]
*{{mvsub|Toon Link|SSBB|Up throw}} - Slashes the opponent upward, semi-spiking any bystanders, like Link's.
*Up throw - Slashes the opponent upward, semi-spiking any bystanders, like Link's.
*[[Toon Link (SSBB)/Up special|Spin Attack]] - The multi-hits are semi-spikes, though they exist only to suck in targets for the rest of the attack.
*Spin Attack - The multi-hits are semi-spikes, though they exist only to suck in targets for the rest of the attack.


==={{SSBB|Wario}}===
==={{SSBB|Wario}}===
*{{mvsub|Wario|SSBB|Down smash}} - Rather strong, but has low range and it is only really useful when the clean hit connects.
*Down smash - Rather strong, but has low range and it is only really useful when the clean hit connects.
*{{mvsub|Wario|SSBB|Back throw}} - Any bystanders will be semi-spiked.
*Back throw - Any bystanders will be semi-spiked.
*{{mvsub|Wario|SSBB|Edge attack (slow)}} - Can only be useful when the opponent is at abnormally high percents.
*Slow edge attack - Can only be useful when the opponent is at abnormally high percents.
*[[Wario Bike]] (wheelie) - Very slow while not being particularly powerful.
*[[Wario Bike]] (wheelie) - Very slow while not being particularly powerful.


====[[Wario-Man]]====
====[[Wario-Man]]====
*{{mvsub|Wario-Man|SSBB|Down tilt}} - Very fast and powerful.
*Down tilt - Very fast and powerful.
*Down smash - Poor range, but high power.  
*Down smash - Poor range, but high power.  
*{{mvsub|Wario-Man|SSBB|Forward throw}} - Slow, but very strong, KOing at around 50% from the center of neutral stages.
*[[Forward throw]] - Slow, but very strong, KOing at around 50% from the center of neutral stages.
*Back throw (only to bystanders)
*Back throw (only to bystanders)
*{{mvsub|Wario-Man|SSBB|Edge attack (slow)}} - A rather strong semi-spike.
*Slow edge attack - A rather strong semi-spike.
*Wario Bike (wheelie)
*Wario Bike (wheelie)
*[[Wario Waft]] (fully charged) - Extremely powerful, one-hit KOing opponents on all wall-less stages. A very large hitbox to further complement this.
*[[Wario Waft]] (fully charged) - Extremely powerful, one-hit KOing opponents on all wall-less stages. A very large hitbox to further complement this.


==={{SSBB|Wolf}}===
==={{SSBB|Wolf}}===
*{{mvsub|Wolf|SSBB|Down throw}} - A throw that semi-spikes opponents with surprisingly high knockback scaling for a throw. It can be very deadly if Wolf grabs the opponent on the edge as the throw has bizarre properties that negates the opponent's momentum, thus making it very difficult for some characters to recover.
*[[Down throw]] - A throw that semi-spikes opponents with surprisingly high knockback scaling for a throw. It can be very deadly if Wolf grabs the opponent on the edge as the throw has bizarre properties that negates the opponent's momentum, thus making it very difficult for some characters to recover.
*{{mvsub|Wolf|SSBB|Forward smash}} - First hit only, it is extremely weak and only noticeable at extreme percentages.
*Forward smash - First hit only, it is extremely weak and only noticeable at extreme percentages.
*[[Blaster (Wolf)]] (melee portion only) - The melee hitbox of the blaster produces a weak semi-spike but the opponent is almost always hit with the projectile afterward, thus cancelling out the knockback of the first hit.
*[[Blaster]] (melee portion only) - The melee hitbox of the blaster produces a weak semi-spike but the opponent is almost always hit with the projectile afterward, thus cancelling out the knockback of the first hit.
*[[Reflector (Wolf)]] - Semi-spikes with extremely low set knockback. Despite 1 frame startup lag and intangibility, it's too weak to be effective against most characters in most situations. However, it can be especially effective at gimping characters with very poor or slow recoveries (most notably Falco).
*Reflector - Semi-spikes with extremely low set knockback. Despite 1 frame startup lag and intangibility, it's too weak to be effective against most characters in most situations. However, it can be especially effective at gimping characters with very poor or slow recoveries (most notably Falco).
*[[Wolf Flash]] - The weaker hitbox can semi-spike opponents powerfully.
*[[Wolf Flash]] - The weaker hitbox can semi-spike opponents powerfully.


==={{SSBB|Yoshi}}===
==={{SSBB|Yoshi}}===
*{{mvsub|Yoshi|SSBB|Down tilt}} - Sweeps his tail along the ground. Has very low knockback scaling. It is fast with decent reach, and can be useful for edgeguarding. Less useful in ''Brawl'' compared to ''Smash 64'' and ''Melee''.
*Down tilt - Sweeps his tail along the ground. Has very low knockback scaling. It is fast with decent reach, and can be useful for edgeguarding. Less useful in ''Brawl'' compared to ''Smash 64'' and ''Melee''.
*{{mvsub|Yoshi|SSBB|Down smash}} - Does a tail smack in front of himself, then behind. Pretty decent power and usefulness.
*Down smash - Does a tail smack in front of himself, then behind. Pretty decent power and usefulness.
*[[Egg Lay]] - Using the move against enemies in The Subspace Emissary makes it a semi-spike.
*[[Egg Lay]] - Using the move against enemies in The Subspace Emissary makes it a semi-spike.


==={{SSBB|Zelda}}===
==={{SSBB|Zelda}}===
*{{mvsub|Zelda|SSBB|Forward smash}} - Like the up smash, parts of the first hits act as semi-spikes to keep targets trapped in the attack.
*Forward smash - Like the up smash, parts of the first hits act as semi-spikes to keep targets trapped in the attack.
*{{mvsub|Zelda|SSBB|Up smash}} - Parts of the first hits act as semi-spikes, though the minimal SDI capacity makes it difficult for it to be a deciding blow.
*[[Up smash]] - Parts of the first hits act as semi-spikes, though the minimal SDI capacity makes it difficult for it to be a deciding blow.
*{{mvsub|Zelda|SSBB|Down smash}} - Very fast and it has good power for a semi-spike. Its short reach limits its edgeguarding capabilities but can still be effective. Much stronger in ''Brawl'' than it is in ''Melee''.
*Down smash - Very fast and it has good power for a semi-spike. Its short reach limits its edgeguarding capabilities but can still be effective. Much stronger in ''Brawl'' than it is in ''Melee''.
*{{mvsub|Zelda|SSBB|Neutral aerial}} - Works in the same way as the up and forward smashes.
*[[Neutral aerial]] - Works in the same way as the up and forward smashes.
*[[Zelda (SSBB)/Neutral special|Nayru's Love]] (first five hits)
*[[Nayru's Love]] (first five hits)


===Other===
===Other===

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